The late Sid Sackson is one of the founding fathers of modern board games. His masterpiece Acquire and many of his other creations continue to delight gamers around the world. Here are my picks for the best five games designed by Sid Sackson.
1. I'm the Boss
For 3 to 6 players, ages 12 and up.
Deals, deals and more deals. If you want a free-wheeling game full of fast-paced negotiations, get yourself a copy of this incredible game. (It was originally published in Germany as Kohle, Kies & Knete.) Although you're trying to earn more cash than your opponents, you can almost never close a deal on your own -- and the other players have special cards that mean the details of the deal could change right up to the final seconds.
Deals, deals and more deals. If you want a free-wheeling game full of fast-paced negotiations, get yourself a copy of this incredible game. (It was originally published in Germany as Kohle, Kies & Knete.) Although you're trying to earn more cash than your opponents, you can almost never close a deal on your own -- and the other players have special cards that mean the details of the deal could change right up to the final seconds.
2. Acquire
For 2 to 6 players, ages 12 and up.
First published in the 1960s, Acquire remain a favorite for many gamers today. Originally conceived as a game about hotel mergers, the most recent version has been re-themed to involve corporate takeovers. Players invest in growing businesses, trying to recognize those that will produce the most profits.
First published in the 1960s, Acquire remain a favorite for many gamers today. Originally conceived as a game about hotel mergers, the most recent version has been re-themed to involve corporate takeovers. Players invest in growing businesses, trying to recognize those that will produce the most profits.
3. Can't Stop
For 2 to 4 players, ages 7 and up.
A simple idea that results in an addictive game. Columns are numbered 2 to 12, one for each possible result of rolling two six-sided dice. Players try to move their markers to the top of three columns, but the columns representing the most common rolls (6, 7, 8) are much longer than those representing the least common rolls (2, 12). And if you press your luck too far, all your progress is lost.
A simple idea that results in an addictive game. Columns are numbered 2 to 12, one for each possible result of rolling two six-sided dice. Players try to move their markers to the top of three columns, but the columns representing the most common rolls (6, 7, 8) are much longer than those representing the least common rolls (2, 12). And if you press your luck too far, all your progress is lost.
4. Metropolis
For 2 to 5 players, ages 12 and up.Another game relying on negotiation, Metropolis challenges players to build a grand city. On each turn, a player chooses an area of the board and tries to cut a deal so he can build there.
5. Domination / Focus
For 2 to 4 players, ages 10 and up.First published as Focus, Milton Bradley later released this classic under the title Domination. It's an abstract game with some relation to checkers, played on an octagonal board. Players build stacks of pieces as the game progresses; when a stack becomes five high, pieces are captured off the bottom.




